# Round 2 — Miri's Worldbuilding Synthesis **Agent:** Miri (Worldbuilder & Setting Designer) **Date:** 2026-02-11 **Workshop:** v0.1 Content Gap Analysis — Round 2 **Input:** All 6 Round 1 outputs (Mellanie, Paula, Araminta, Gestalt, Ozzie, Miri) --- ## Part 1: The Krenn System Milestone Jeroen has flagged this and he's right to: **Sova Transit District in the Krenn System is the first concrete, named star system in The Settled Reach.** Everything before this was structural — factions, technology tiers, gate network topology. Sova is where the setting stops being architecture and starts being a *place*. This matters because every decision we make about Krenn sets precedent. The naming conventions, the cultural texture, the economic model, the institutional presence — whatever we establish here becomes the reference point for every system we build afterwards. "Is this consistent with how we did Krenn?" will be the first question for every future location. Let me check my Round 1 Sova brief against what the team needs, informed by their Round 1 outputs. --- ## Part 2: How Sova Serves the Team (Cross-Referencing Round 1 Feedback) ### For Mellanie — Texture, Not Lore Mellanie asked for five specific things (Round 1, Layer 3): smells, slang, wall decoration, ambient sound, local complaints. Let me check what my Round 1 provided and fill the gaps. | Mellanie's Ask | What I Provided (Round 1) | What's Still Missing | |---|---|---| | **Smells** | Industrial lubricant, recycled air, cooking, span gate ozone | Covered. Mellanie can write from this. | | **Slang** | Naming conventions (Kael, Voss, Drin, etc.), first-name-primary culture | **Missing: occupational slang.** Do dock workers say "shift" or "rotation"? "Credits" or a local term? "Container" or "pod" or "crate"? Need a 15-word slang glossary. | | **Wall decoration** | Bilingual signage (Concordat Standard + Krenn vernacular), hand-lettered informal signs | **Missing: non-institutional decoration.** Is there graffiti? Stickers? Shift change artwork? Personal touches on lockers? The *human mark* on the institutional surface. | | **Ambient sound** | Span gate hum, cargo machinery, ventilation, bar clinks | Covered. Ozzie wants audio files; at minimum these descriptions feed monologue. | | **Local complaint** | Implied (economic pressure, tight-enough-to-be-tempting wages) | **Missing: a specific, named grievance.** Every community has one. Suggestion: the ventilation in Sector 3 has been unreliable for months. Station maintenance says it's on the list. Everyone mentions it. It's the universal safe topic — and for the detective, it's useful: people who are talking about ventilation are *not* talking about something else. | **Action item: Write a "Sova Texture Appendix" — 1 page covering slang glossary (15-20 terms), informal decoration details, the local complaint, and any other sensory details Mellanie needs. This unblocks her environmental text and monologue work.** ### For Paula — Economic Engine and NPC Motivation Paula's Round 1 nailed the motivational chain: Station Economics -> Employment Pressure -> Individual Desperation -> Criminal Opportunity -> Social Complicity. My Round 1 Sova brief provides the economic engine (freight-based, steady-but-tight wages, Commission presence intermittent). Let me validate her specific requests: | Paula's Need | Status | |---|---| | The economic squeeze — what makes legitimate life just hard enough | **Covered.** "Comfortable enough to be complacent, tight enough that an extra income source is tempting." | | The interdependencies — who benefits from the grey economy | **Partially covered.** My Round 1 notes that the bar benefits, that flat NPCs deliberately don't ask. Need to make this more explicit: the *community's immune system* framing (Paula's phrase) needs a concrete list of who benefits and how. | | The recent pressure point — what changed recently | **Covered.** Three triggers: Commission liaison rotation (3 months), increased freight volume (6 weeks), detective arrival (2 weeks). | Paula's relationship web (15 NPCs, 7 triangles) is excellent architecture. My Round 1 NPC name suggestions (Kael, Voss, Lera, Torek, Drin, Maret) need to map onto her NPC-A through NPC-O structure. Let me do that explicitly: **Proposed Name Mapping (Miri names -> Paula's structure):** | Paula's ID | Role | Miri's Suggested Name | Notes | |---|---|---|---| | NPC-A | Shift Supervisor (Hub) | **Voss** | Authority figure. Surname usage by subordinates: "Supervisor Voss" or just "Voss." | | NPC-B | Logistics Worker 1 (Hub, Ring bridge) | **Kael Davan** | The smuggler's closest colleague. First-name basis. | | NPC-C | Logistics Worker 2 (Hub, new hire) | **Resha** | New, compact name. Slightly softer than the Krenn norm — could suggest off-system origin, which is *why* they ask too many questions. They haven't internalized "mind your business." | | NPC-D | Dock Inspector (Hub, Bar bridge) | **Torek Lintar** | Reassigned from my Round 1 "getting sloppy" role to the compromised inspector. Same name works — Torek is the kind of name that sounds exhausted. | | NPC-E | Maintenance Tech (Hub, flat) | **Drin** | Single name. The type who's been here long enough that nobody uses a surname. | | NPC-F | Bar Owner (Bar, Ring bridge) | **Lera Sessik** | Reassigned from bartender to owner (Paula's structure has the owner as the key figure). Lera works — established, observant, careful. | | NPC-G | Off-duty Security (Bar, Hub bridge) | **Harek** | New name. Compact, military-adjacent. Someone who sits at the bar with the posture of a person who's technically off-duty. | | NPC-H | Regular / Teacher-Family (Bar) | **Maret Korr** | Reassigned from ring-adjacent freight scheduler to the worried partner. Maret is the name of someone with a life outside the docks — domestic, personal, the mundane anchor. | | NPC-I | Bartender (Bar, flat) | **Sess** | Short, functional. Nickname from a longer name nobody uses. The kind of name that means "I've been behind this bar for years." | | NPC-J | Drifter / New Arrival (Bar, flat) | **No fixed Krenn name** | If they're new, they might have a different naming convention — could be from a different system. This is itself a tell. Suggestion: **Olin** — slightly longer vowel, not Krenn-standard. | | NPC-K | Ring Leader (Ring, Bar bridge) | **Devra** | New name. Needs to sound capable, not theatrical. Devra is compact, decisive. A name that works as a legitimate business operator and a criminal coordinator. | | NPC-L | Courier (Ring, Hub bridge) | **Renn** | Short, kinetic. A name that moves. | | NPC-M | Fence/Buyer (Ring, external) | **Off-system name** | Not Krenn convention. Suggestion: **Sabel** — slightly different phoneme pattern. External contacts should *sound* external. | | NPC-N | Ring Member, wavering (Ring) | **Pell** | Small, vulnerable. A name that sounds like it could break. | | NPC-O | Lookout/Runner (Ring, flat) | **Tav** | Clipped. Young. A name with no history yet. | Setting note — 15 names following the Krenn convention (compact, consonant-heavy, first-name-primary) with deliberate breaks for off-system characters. The naming itself is worldbuilding: when the detective hears "Sabel" among all these Krenn-standard names, their trained instinct should flag the phoneme difference. The smuggler already knows Sabel is from outside — it's just a name to them. ### For Araminta — Visual Framework Araminta's spatial layout work (floor plans, sightline diagrams) needs setting constraints from me. My Round 1 covered the general feel (mid-Reach, 40 years old, layered construction), but she needs specifics: | Spatial Requirement | Setting Constraint | |---|---| | Logistics Hub layout | Modular prefab base, retrofitted partitions. Regular grid in the main bay, irregular in older back sections. At least one area where wall layers create hidden space between the original prefab shell and the interior partition. | | Bar layout | Converted from an older use (originally a maintenance staging area?). The irregular layout is structural, not decorative — the booths were built into spaces that already existed. The back room is a genuine maintenance access that Lera has "adopted." | | Smuggling spaces | NOT a dedicated room. Repurposed infrastructure — a maintenance corridor between two sections of the logistics hub where the old and new construction don't quite meet. Access through a service hatch in the break room area. The ring didn't build this space; they *found* it. | | Transition zones | The corridor between the hub and the bar district is a chokepoint — everyone who goes from work to drinks passes through the same 40 meters of corridor. This is where the smuggler notices who's heading where, and where the detective can observe patterns. | Gestalt's Layer 3 note about spatial information asymmetry requirements (publicly accessible area with hidden back, area with smuggler-natural-access, cross-template chokepoint) is satisfied by this layout. ### For Gestalt — Setting Tags Validated Gestalt's line pool format (YAML, 6 structural tags, 3 content tags) integrates cleanly with my setting-grounded tag proposals from Round 1. Cross-referencing: | Miri's Setting Tag | Maps to Gestalt's Schema | Notes | |---|---|---| | `lattice_tier` (baseline/augmented) | Could be a `character` filter or a `prerequisite` | Determines what the character's overlay shows. Detective's augmented lattice feeds different `observe_npc` monologue. | | `shift_phase` (on_shift/off_shift/transition) | Maps to `situation` (routine/working/social) | Setting-grounded version of the same concept. Gestalt's taxonomy works; I'd add `shift_transition` as a situation value — that's when things happen in a freight district. | | `district_familiarity` (local/newcomer) | Maps to `situation` (first_meeting vs. repeated_visit) | Already captured in Gestalt's situation taxonomy. | | `institutional_context` (civilian/commission/syndic) | Subset of `access` tier | The detective registers as `authority` *because* of their Commission lattice signature. This is the setting-grounded explanation for why the access tier system works in-fiction. | **Setting validation: the tag taxonomy is consistent with established worldbuilding. No conflicts.** ### For Ozzie — The First 30 Seconds Ozzie wants five things in the first 30 seconds: sound, movement, news ticker, something out the window, a named NPC. Let me check what the setting provides for each: 1. **Sound:** The span gate hum. This is the "you're on a space station" signal, delivered continuously. Setting note — the hum *changes pitch* with traffic volume. Morning shift startup: it rises. Late night: it settles. The change is subtle enough that residents ignore it, but specific enough that monologue can reference it. 2. **Movement:** NPCs heading to shift. The logistics hub runs on freight schedules — people move at predictable times. Game start for the smuggler should be just before shift change: people walking past, greeting each other, the district waking up. Game start for the detective should be mid-morning: the district is already active, and the detective is arriving into an established rhythm. 3. **News ticker:** Covered in my Round 1 Layer 8. Three types: Concord Assembly proceedings (boring), freight market prices (relevant), Commission notices (pointed). Ozzie's specific suggestion ("Dock 7 maintenance: scheduled closure 14:00-18:00" / "Security reminder: report unregistered cargo") is exactly right and setting-consistent. 4. **Something out the window:** Setting note — Sova Transit District is on a station. There should be at least one viewport or observation area showing the Krenn system's primary: a G-type star, slightly cooler than Sol, giving a faintly amber quality to natural light. The span gate terminal area has an observation gallery above the freight bays where you can see the gate itself — a ring structure that occasionally flickers with transit energy. This is the "you are in space" moment. 5. **A named NPC within 10 seconds:** For the smuggler: Kael, walking the same direction, same shift. "There's Kael. Early for once." For the detective: an unnamed dockworker who becomes named through institutional query — "Dock worker, second shift. ID: Drin. No flags." The detective's first NPC contact is *mediated by their insert*, not personal familiarity. --- ## Part 3: Contraband Resolution I proposed in Round 1 that the primary smuggled cargo should be **unlicensed lattice components** — aftermarket neural lattice modifications that bypass Commission regulation. After reading all Round 1 outputs, let me pressure-test this. **Does "unlicensed lattice components" work for each team member's needs?** | Team Member | Their Need | Does Lattice Contraband Serve It? | |---|---|---| | **Paula** | Moral ambiguity — the smuggling should be sympathetic | **Yes.** People want better lattice access than Commission-regulated channels provide. The ring isn't moving weapons; they're moving *capability*. The moral question ("Is it wrong to give people better brain implants?") is genuinely ambiguous. | | **Mellanie** | Writable dialogue — NPCs should be able to discuss the cargo in ways that feel natural | **Yes.** Dock workers can reference "restricted components," "aftermarket inserts," "upgrade kits." The vocabulary is concrete and setting-specific. Not drugs, not weapons — tech. Workers might personally want some of this cargo. | | **Gestalt** | Mechanical relevance — the contraband should connect to game systems | **Yes.** Lattice components connect to the lattice/insert system (D-013, D-017). A smuggled lattice upgrade could theoretically *change what the player can perceive*. This is a gameplay hook for future development: the smuggler could acquire enhanced perception through contraband, while the detective has it through institutional issue. | | **Ozzie** | Emotional weight — the player should feel something about what's being smuggled | **Partially.** Lattice components are abstract. Need to ground them: a specific NPC who wants a lattice upgrade for their child (medical necessity, can't afford Syndic pricing) or a worker whose failing lattice could be replaced with aftermarket components but can't get Commission clearance. The *people who need the product* make the product emotionally real. | | **Araminta** | Visual representation — contraband should be representable at boxes-with-labels fidelity | **Yes.** Cargo containers. Manifest discrepancies. Nothing that requires special visual treatment. | **Contraband decision: Unlicensed lattice components as primary cargo holds up.** Secondary cargo (Severance counter-surveillance tech, off-manifest biologicals) adds variety without changing the core moral dynamic. **One addition:** The specific lattice components being smuggled should include **medical-grade neural lattice replacements** diverted from Syndic supply chains. This adds a humanitarian dimension: some of this cargo is going to people whose lattices are degrading and who can't afford institutional replacement. The ring isn't just moving luxury upgrades — it's also moving healthcare. This deepens the moral ambiguity and gives NPCs like Maret (NPC-H) a personal stake: maybe their aging parent needs a lattice replacement they can't afford through legitimate channels. --- ## Part 4: Missing Tickets for Worldbuilding Work After reviewing all Round 1 outputs, here are the worldbuilding tickets that don't exist yet: | Proposed Ticket | Priority | Type | Rationale | Depends On | |---|---|---|---|---| | **Sova Texture Appendix** (slang glossary, informal decoration, local complaints, sensory details) | Critical | Story | Mellanie's monologue and environmental text are blocked without this. | #189 (Cultural generation guide) — this is a sub-deliverable | | **Krenn System Profile** (star type, settlement history, political position, economic role) | High | Story | The wiki's first star system entry. Establishes the template for all future systems. | Nothing — can start immediately | | **Sova Station Profile** (station type, population, districts beyond the Transit District, governance) | High | Story | NPCs reference the wider station. Dialogue needs to know what's "off-district." | Krenn System Profile | | **Contraband Specification** (primary: lattice components, secondary: Severance tech, biologicals; with supply chain details) | High | Story | Paula's NPC motivations and Mellanie's dialogue both need to know what's being smuggled and why people want it. | Nothing — this document resolves the open question | | **Detective Institutional Chain of Command** (who assigned the investigation, stated mandate, political pressures) | High | Story | Paula flagged this. The detective's narrative arc requires knowing who they report to and what constraints they operate under. | Krenn System Profile (jurisdiction questions) | | **Meridian Coverage Map for Sova Transit** (where coverage is strong, where it degrades, dead spots the ring exploits) | Medium | Story | Affects detective investigation capability, smuggler operational planning, and NPC behavior (off-Meridian communication in dead spots). | Sova Station Profile | | **Off-Station Connections Brief** (who receives the contraband, the coordinator's location, external contact details) | Medium | Story | NPC dialogue references off-station contacts. Need enough detail for consistency without building full external locations. | Contraband Specification | | **Span Gate Transit Schedule** (how often the gate cycles, peak times, maintenance windows) | Medium | Story | The freight rhythm is the district's heartbeat. NPC routines depend on it. The ring's operational timing depends on it. | Nothing | | **Observation Gallery / Viewport Description** (what you see looking out at the Krenn system) | Low | Story | Ozzie's "something out the window" — the visual anchor that says "space station." | Krenn System Profile | --- ## Part 5: Cultural and Environmental Detail Priorities Reading all six Round 1 outputs, the team converges on one point: **the setting details that matter most are the ones that differentiate the two characters' experience of the same place.** Atmosphere is nice; asymmetric atmosphere is the game. **Priority order for cultural/environmental details:** 1. **Details that read differently per character** (highest priority) - The span gate schedule board: routine data for the smuggler, investigation material for the detective - Cargo manifests: familiar paperwork vs. potential evidence - NPC naming and greeting conventions: the smuggler *knows* everyone's name; the detective has to *learn* them - Institutional signage: background noise for the smuggler, professional context for the detective 2. **Details that establish presence** (high priority) - The span gate hum (Ozzie's "sound first") - The news ticker (worldbuilding in 30 words) - The local complaint (ventilation in Sector 3) - Food and drink specifics (what the bar serves, what the food vendors sell) 3. **Details that feed investigation** (high priority) - Meridian dead spots where off-channel communication is possible - Architectural secrets (spaces between wall layers, repurposed maintenance corridors) - Shift transition timing (when oversight is thinnest) - Spending pattern indicators (what "living beyond your means" looks like in Sova) 4. **Details that build attachment** (medium priority) - Community events (the bar's regular card game, shift-end rituals) - Interpersonal customs (how Krenn System people express trust, discomfort, affection) - Personal spaces (what a locker area looks like, how people personalize their workstations) 5. **Lore depth** (low priority for v0.1) - Krenn System settlement history (establishes depth but doesn't directly serve gameplay) - Broader Reach political context (Concord Assembly, Commission politics — background texture) - The Unbound presence in the district (mentioned in Round 1, not load-bearing for v0.1) --- ## Part 6: Dependencies Between Setting Work and Content/Character Work Here's the dependency chain with setting work highlighted: ``` IMMEDIATE (no dependencies): Contraband Specification (Miri) ──> NPC motivations (Paula) Krenn System Profile (Miri) ──> Wiki foundation Span Gate Transit Schedule (Miri) ──> NPC routine design (Paula/Gestalt) FAST FOLLOW: Sova Station Profile (Miri) ──> Off-station references in dialogue (Mellanie) Sova Texture Appendix (Miri) ──> Environmental text (Mellanie) ──> Monologue sensory details (Mellanie) Detective Chain of Command (Miri+Paula) ──> Detective character build (#181) ──> Detective voice kit (Mellanie) PARALLEL WITH CONTENT WORK: Meridian Coverage Map (Miri) ──> Investigation mechanics (Gestalt/Tyre) Off-Station Connections (Miri) ──> Ring NPC dialogue consistency (Mellanie) Observation Gallery (Miri) ──> First-30-seconds experience (Araminta/Ozzie) ``` **The critical path for content:** Paula's Dual Lens Guide and my Sova setting work are the two roots. They can proceed in parallel. Mellanie is blocked until both exist. The contraband specification is the fastest-to-resolve blocker — I can write it now and unblock Paula's NPC motivation work immediately. --- ## Part 7: The Wiki Taxonomy This is the big one. Jeroen has flagged this as non-negotiable: we need a complete, future-proof wiki structure established now, while we're building the first entry. It must scale from v0.1 (one system, one station, 15 NPCs) to the full game (hundreds of systems, thousands of NPCs). ### Design Principles for the Wiki 1. **Game-first, not encyclopedia-first.** The wiki exists to serve the game's content pipeline. Every entry should be writable by a team member and consumable by the game systems (even if that consumption is indirect — an NPC profile feeds dialogue authoring, which feeds YAML content packs). 2. **Hierarchical with cross-references.** Star systems contain stations contain districts contain locations. But NPCs move between locations. Factions span systems. Technology is everywhere. The hierarchy is spatial; the cross-references are relational. 3. **Metadata-rich.** Every entry has structured frontmatter (YAML) that enables programmatic queries. "Give me all NPCs in the Krenn System with a smuggling connection" should be answerable from metadata alone. 4. **Template-driven.** Each category has a template. New entries follow the template. This ensures consistency and tells authors exactly what information is required vs. optional. 5. **Scale-tested.** The structure must work with 1 star system and with 500. No nesting depth that becomes unmanageable. No category that becomes a dumping ground. ### Proposed Wiki Directory Structure ``` wiki/ _templates/ # Entry templates (one per category) star-system.md station.md district.md location.md character.md faction.md technology.md cultural-group.md lore-entry.md contraband-type.md institution.md species.md event.md concept.md star-systems/ # Top-level spatial hierarchy krenn/ _index.md # Krenn System profile stations/ sova/ _index.md # Station Sova profile districts/ transit-district/ _index.md # Sova Transit District profile locations/ logistics-hub.md # The Terminal the-last-shift.md # The bar maintenance-corridor-7b.md # Smuggling space observation-gallery.md commission-kiosk.md characters/ # All named characters, flat structure kael-davan.md voss.md lera-sessik.md torek-lintar.md drin.md maret-korr.md resha.md harek.md sess.md olin.md devra.md renn.md sabel.md pell.md tav.md factions/ # Political and institutional bodies concord-assembly.md # The galactic legislature lattice-commission.md # Technology regulatory body syndics/ _index.md # Syndic overview # Individual Syndics as they're created guardians-of-severance.md # Counter-surveillance movement the-unbound.md # Lattice refusers technology/ # Technology categories neural-lattice/ _index.md # Lattice overview tiers/ baseline.md augmented.md enhanced.md transcendent.md meridian.md # Information network span-gates.md # Local gates horizon-gates.md # Interstellar gates re-embodiment.md # Death/resurrection technology severance.md # Counter-surveillance tech cultural-groups/ # Cultures, subcultures, movements krenn-system-culture.md # First entry # Future: other system cultures, station subcultures contraband/ # Illegal/restricted goods unlicensed-lattice-components.md severance-equipment.md off-manifest-biologicals.md institutions/ # Formal organizations (non-faction) # Courts, academies, services, etc. as needed species/ # Non-human entities # As defined — currently placeholder category lore/ # Historical events, concepts, cosmology the-interstitium.md # Gate medium / between-space settlement-eras/ _index.md # Individual era entries founders.md # Progenitor civilization builders.md # Gate builders concepts/ # Game-mechanical concepts with lore basis information-asymmetry.md # How the game's core mechanic is grounded in setting lattice-surveillance.md # How monitoring works in-universe severance-culture.md # Counter-culture movement _meta/ # Wiki maintenance files naming-conventions.md # Per-system naming rules style-guide.md # Writing conventions for wiki entries cross-reference-index.md # Auto-generated or maintained changelog.md # Wiki revision history ``` ### Entry Metadata Schema (YAML Frontmatter) Every wiki entry has structured frontmatter. Here are the schemas per category: #### Star System Entry ```yaml --- type: star-system id: krenn # Unique slug name: Krenn System classification: mid-reach # core | mid-reach | frontier | deep-frontier star_type: G3V # Stellar classification settlement_age: ~180 years # How long since first settlement population: ~2.4 million # System-wide estimate governance: concord-assembly # Primary governing body gate_connections: # Horizon/span gate links - target: [system-id] type: horizon # horizon | span economic_base: [logistics, mining] # Primary industries meridian_coverage: standard # comprehensive | standard | sparse | minimal commission_presence: moderate # heavy | moderate | light | nominal cultural_notes: "Working-class pragmatic. Values reliability and minding your business." tags: [v0.1, playable, mid-reach] status: canonical # canonical | draft | proposed created: 2026-02-11 updated: 2026-02-11 --- ``` #### Station Entry ```yaml --- type: station id: sova name: Station Sova system: krenn classification: logistics-hub # Functional type construction_era: mid-settlement # When built relative to system history population: ~12,000 districts: - id: transit-district name: Sova Transit District type: commercial-logistics governance: station-administrator # Local governance type gate_access: - type: span connects_to: krenn-planetary-depot traffic: freight-primary notable_features: - "Gate-adjacent logistics hub" - "Mixed-era construction" tags: [v0.1, playable] status: canonical created: 2026-02-11 updated: 2026-02-11 --- ``` #### District Entry ```yaml --- type: district id: sova-transit-district name: Sova Transit District station: sova system: krenn age: ~40 years construction: prefab-modular-retrofitted economic_engine: freight-logistics atmosphere: quotidian-with-undertow # One-phrase mood descriptor population: ~800 (workers + residents) meridian_coverage: logistics_hub: strong bar_district: strong older_sections: degraded maintenance_corridors: minimal commission_presence: intermittent # permanent | intermittent | minimal | none locations: - id: logistics-hub name: The Terminal type: workplace - id: the-last-shift name: The Last Shift type: social-venue - id: maintenance-corridor-7b name: Corridor 7B type: infrastructure hidden: true key_npcs: [kael-davan, voss, lera-sessik, torek-lintar, drin, maret-korr] cultural_group: krenn-system-culture local_issues: - "Ventilation reliability in Sector 3" - "Commission liaison rotation gap" tags: [v0.1, playable, vertical-slice] status: canonical created: 2026-02-11 updated: 2026-02-11 --- ``` #### Location Entry ```yaml --- type: location id: the-last-shift name: The Last Shift district: sova-transit-district station: sova system: krenn location_type: social-venue # workplace | social-venue | residential | infrastructure | commercial | institutional template: bar # Game template this instantiates capacity: 30 # Max occupancy owner_npc: lera-sessik regular_npcs: [kael-davan, torek-lintar, drin, maret-korr, harek] operating_hours: "14:00 - 02:00 station time" atmosphere: "Mid-grade bar. Not upscale, not a dive. The kind of place where working people go after shift." architectural_notes: "Converted maintenance staging area. Irregular layout from pre-existing structure. Long bar, scattered tables, semi-private corner booth." sensory: sound: "Conversation, glass on surfaces, Meridian music feed" smell: "Recycled air with cooking undertones" lighting: "Warm, cheaper fixtures, irregular" temperature: "Climate-controlled, comfortable" signage: - "Lera's -- Cold Drinks, Hot Food, No Questions" - Shift schedule board (community use) tags: [v0.1, social-site, bar-template] status: canonical created: 2026-02-11 updated: 2026-02-11 --- ``` #### Character Entry ```yaml --- type: character id: kael-davan name: Kael Davan system_origin: krenn cultural_group: krenn-system-culture age: 34 role: dock-worker # Occupational role employer: sova-logistics-consortium # Who they work for home_district: sova-transit-district entanglement: entangled # flat | triangle | entangled triangle_ids: [hub-new-hire, ring-power-dynamic] smuggling_role: ring-member # null if not involved lattice_tier: baseline relationship_to_smuggler: close-colleague relationship_to_detective: person-of-interest personality_summary: "Reliable, protective, loyal to people rather than institutions. The smuggler's anchor." want: "Protect the operation and the people in it" secret: "Smuggling ring member, mid-level" tolerance_threshold: moderate contentment: moderate-low daily_routine: - "Morning shift at logistics hub" - "Break room during midday" - "The Last Shift after shift end" - "Occasional late-night ring operations" voice_notes: "Direct, practical. Uses first names. Speaks in short declarative sentences. Doesn't waste words." tags: [v0.1, hub-npc, ring-npc, bridge-npc] status: canonical created: 2026-02-11 updated: 2026-02-11 --- ``` #### Faction Entry ```yaml --- type: faction id: lattice-commission name: The Lattice Commission scope: reach-wide # reach-wide | regional | system | local governance_role: regulatory # regulatory | legislative | executive | military | commercial | religious | subversive mandate: "Regulation of neural lattice technology, certification of lattice tiers, enforcement of lattice compliance standards" headquarters: [system-id] # TBD structure: bureaucratic-hierarchical public_perception: "Necessary but intrusive. The tax authority of neural technology." player_relevance: smuggler: "The adversary. Commission regulation is what makes lattice smuggling profitable." detective: "The employer (or contractor). Institutional backing and constraints." key_personnel: [] # As defined sub_organizations: [] # Regional offices, special divisions cultural_impact: "Commission presence shapes social behavior — people modulate what they say when Commission-tagged individuals are present." tags: [institution, regulatory, reach-wide] status: canonical created: 2026-02-11 updated: 2026-02-11 --- ``` #### Technology Entry ```yaml --- type: technology id: neural-lattice name: Neural Lattice category: biotechnology # biotechnology | infrastructure | communication | transportation | weaponry | surveillance prevalence: universal # universal | common | specialized | rare | unique access: baseline: "Standard-issue, factory default" augmented: "Institutional or premium, enhanced capability" enhanced: "Specialist, rare, significant capability" transcendent: "Theoretical or post-human" regulation: commission-controlled contraband_relevance: "Unlicensed components bypass Commission certification, providing enhanced capability without institutional approval" gameplay_relevance: "Determines perception modes, insert overlay capability, Meridian access depth" setting_notes: "The lattice is to citizens of the Reach what smartphones are to us — ubiquitous, always-on, unreflectively used. Its absence (the Unbound) is more notable than its presence." tags: [core-tech, perception, ubiquitous] status: canonical created: 2026-02-11 updated: 2026-02-11 --- ``` #### Contraband Entry ```yaml --- type: contraband id: unlicensed-lattice-components name: Unlicensed Lattice Components category: technology # technology | biological | information | material | cultural legality: restricted # banned | restricted | controlled | gray-market severity: moderate # severe | moderate | minor commission_classification: "Category 3 violation — unauthorized modification of certified neural technology" supply_chain: "Aftermarket manufacturers (often Syndic-adjacent) -> freight networks -> local distributors -> end users" demand_drivers: - "Enhanced capability beyond Baseline tier at affordable price" - "Medical-grade replacements for degrading lattices at below-Syndic pricing" - "Custom modifications for specific occupational needs" moral_dimension: "These components serve real needs — medical, professional, personal autonomy. The Commission's regulatory monopoly prices many citizens out of legitimate access." detection_methods: "Manifest scanning, lattice signature analysis, physical inspection" evasion_methods: "Doctored manifests, scanner blind spots, shift-transition timing, off-Meridian coordination" gameplay_relevance: "Primary contraband for v0.1 smuggling scenario. Establishes moral ambiguity: the player is smuggling access, not weapons." tags: [v0.1, smuggling, lattice, moral-ambiguity] status: canonical created: 2026-02-11 updated: 2026-02-11 --- ``` ### How the Wiki Scales | Scale | v0.1 | v0.5 | v1.0 | Full Game | |---|---|---|---|---| | Star systems | 1 (Krenn) | 3-5 | 10-20 | 100+ | | Stations/worlds | 1 (Sova) | 5-10 | 30-50 | 500+ | | Districts | 1 (Transit) | 5-15 | 50-100 | 1000+ | | Characters | 15 | 50-100 | 300-500 | 5000+ | | Factions | 5 | 8-12 | 15-20 | 30+ | | Technology entries | 8-10 | 20-30 | 50-75 | 100+ | | Contraband types | 3 | 8-12 | 20-30 | 50+ | | Cultural groups | 1 | 5-10 | 20-40 | 100+ | | Lore entries | 5-8 | 20-30 | 50-100 | 200+ | **Scaling notes:** - **Characters are flat, not nested under locations.** An NPC might move between systems over the course of the game. Their entry lives in `characters/` with location references in metadata, not under a specific station directory. - **Star systems are the primary spatial hierarchy.** System -> station/world -> district -> location. This is four levels deep maximum. Future expansion adds *breadth* (more systems), not *depth* (more nesting levels). - **Cross-references use IDs, not file paths.** When `kael-davan.md` references `sova-transit-district`, it uses the ID `sova-transit-district`, not a relative path. This means entries can be reorganized without breaking links. - **The `_templates/` directory is the schema contract.** When Mellanie or Paula need to add an NPC, they copy `_templates/character.md`, fill in the frontmatter and prose, and save it in `characters/`. The template tells them exactly what's required. - **Tags enable cross-cutting queries.** "Show me all `v0.1` content" or "all entries tagged `smuggling`" or "all `canonical` characters in `krenn`" — these are tag queries, not directory traversals. ### Wiki Governance | Rule | Rationale | |---|---| | **Miri owns the wiki structure.** New categories, template changes, and structural decisions go through me. | Consistency requires a single maintainer for the schema. | | **Anyone can create entries** within their domain, following templates. | Paula creates character entries. Mellanie adds voice notes. Gestalt annotates gameplay relevance. | | **Every entry has a `status` field.** `proposed` -> `draft` -> `canonical`. | Prevents confusion about whether something is decided or speculative. Only `canonical` entries are treated as setting truth. | | **The `_meta/naming-conventions.md` file is mandatory reading** before creating any named entity. | Name consistency is the most visible form of worldbuilding consistency. IP originality checks happen here. | | **Cross-references must use valid IDs.** Dead links are caught by a validation script. | Referential integrity. We'll need a simple script that checks all ID references resolve. | | **Lore entries explain WHY, not just WHAT.** Every lore entry must connect to gameplay relevance or setting texture. | Prevents lore bloat that serves nobody. If it doesn't affect gameplay or atmosphere, it doesn't need an entry yet. | --- ## Part 8: IP Originality Audit (Round 2) After reading all Round 1 outputs, I'm doing a second IP pass on everything proposed: | Element | Source Risk | Assessment | |---|---|---| | "The Last Shift" (bar name) | Generic working-class bar name | **Clear.** No franchise association. | | NPC names (Kael, Voss, Lera, Torek, etc.) | Constructed for Krenn System | **Clear.** Checked against Hamilton (contemporary English), Banks (Culture names), Reynolds (Dutch/Germanic). No overlap. | | Unlicensed lattice components as contraband | Setting-specific | **Clear.** "Aftermarket neural implant mods" is common SF but our specific lattice/Commission framework makes it original. | | "The Arrangement" (smuggling ring name) | Generic, possibly echoes John le Carre | **Watch.** Not a direct copy, but le Carre uses similar understated espionage terminology. Acceptable for now — it's an in-universe informal name, not a title. If it starts feeling too spy-novel, we rename. | | Krenn System naming convention | Constructed | **Clear.** Consonant-heavy, compact names don't map to any specific franchise. | | The span gate hum as atmospheric element | Setting-specific | **Clear.** Gate hum is a natural consequence of the technology. No franchise owns "infrastructure makes noise." | | "Quotidian-with-undertow" as mood descriptor | Literary, not franchise-specific | **Clear.** This is a design note, not in-universe text. | | Paula's NPC relationship web structure | Narrative architecture | **Clear.** Triangle dynamics are a storytelling tool, not franchise IP. | | The Commission as regulatory body | Setting-specific | **Clear.** "Government regulates neural technology" is a natural worldbuilding consequence. Checked against Eclipse Phase (Firewall is different), Altered Carbon (Protectorate is different). Our Commission's specific mandate is original. | | Araminta's relationship-to-player color system | Game design, not worldbuilding | **Clear.** Standard game design technique. | **No IP concerns flagged in Round 2.** The team is building on established original foundations. The Krenn System and Sova Transit District feel like our own. --- ## Part 9: Synthesis — What Happens Next ### Miri's Immediate Deliverables (ordered by dependency urgency) | Deliverable | Priority | Unblocks | Est. Effort | |---|---|---|---| | 1. Contraband Specification | Critical | Paula's NPC motivations, Mellanie's cargo dialogue | Small — 1-2 pages, can write now | | 2. Sova Texture Appendix | Critical | Mellanie's environmental text, monologue sensory content | Small — 1 page | | 3. Wiki Structure + First Entries | Critical | Entire content pipeline's organizational foundation | Medium — structure is defined above; first entries are Krenn System, Station Sova, Sova Transit District | | 4. Krenn System Profile | High | Wiki foundation, all downstream location entries | Medium — first wiki entry, sets template precedent | | 5. NPC Name Finalization | High | Paula's relationship web, Mellanie's voice kits | Small — mapping in Part 2 above, needs team sign-off | | 6. Detective Chain of Command | High | Paula's detective character build, detective voice kit | Medium — institutional worldbuilding required | | 7. Span Gate Transit Schedule | Medium | NPC routine design, ring operational timing | Small — 1 page | | 8. Meridian Coverage Map | Medium | Investigation mechanics, ring operational geography | Small — 1 page | | 9. Off-Station Connections Brief | Medium | Ring NPC dialogue consistency | Small — 0.5 page | ### Key Dependencies Resolved 1. **Contraband question:** Resolved. Unlicensed lattice components as primary, with medical-grade neural replacements as the humanitarian dimension. 2. **NPC names:** Mapped to Paula's 15-NPC structure with setting-consistent Krenn System names. 3. **Sova serves all team needs:** Validated against every Round 1 participant's specific requirements. 4. **Wiki structure:** Proposed, with templates, metadata schemas, and governance rules. ### One Last Setting Note Sova Transit District is a deliberately ordinary place. It's a freight hub where people work, drink, gossip, and try to get by. The extraordinary thing about Sova is not its setting — it's what happens when you look at it through the wrong eyes. The smuggler sees home. The detective sees a crime scene. Neither is wrong. Both are incomplete. That's the game. And that's why the setting work matters: if Sova doesn't feel real, the dual lens has nothing to refract. --- *Setting note — Krenn System is now canonical. Sova is grounded. The wiki has a skeleton. Let's build.* *Miri out.*